The Thief

The Former Executive

Name : Jafar
Age : 21
Height : 5'2''
Weight : 115 lbs

Level 15 Rogue/Channeler/Tumbler

The Path of Darkness

Jafar's life began in the open desert, where his parents lived alone, keeping their house open to wandering travelers. Even though his two parents had managed to carve out a niche in the wasteland, life was still incredibly dangerous. Wild pokemon could attack at any time, forcing the young Jafar to train with a weapon that he had made himself - two knives linked to a thin cord - just to survive while gathering food. It helped that he had a natural ability to commune with these pokemon if he was lucky, but it only helped him about half the time. After years of fighting for his life and hearing travelers speak of adventures in the city, Jafar eventually ran from home to seek greener pastures.

The city completely overwhelmed Jafar, who had spent most of his life completely isolated from this sort of civilization. He had no idea what to do, where to go, or how to interact with real people. He quickly found life in the city impossible, an alien world filled with flashing lights, crowds of people, and an attitude where pokemon were not threats to one's life, but rather allies to work with. He quickly planned to return to the desert and beg forgiveness from his parents.

And that was when Team Rocket took him in.

The Rocket Grunt was one of the recruiters for the organization, and he had taken a chance with Jafar. However, the boy's years in the wild had honed his instincts and combat ability to a frightening level for as young as he was. Despite not having any pokemon, he was immediately accepted into the organization. They gave him a Shuppet to work with, and he quickly picked up the quirks of training before Team Rocket sent him on his first missions. They had initially put Jafar on enforcement, but quickly discovered that he was a much better thief. A natural born cat burgler, he proved his worth by stealing several high value objects for the Team to sell at underground auctions for a fortune. Team Rocket became Jafar's home, and after only two years he was promoted to the position of Executive, serving directly under Giovanni along with several others. While he had the fewest subordinates of any Executive, they were a highly specialized band of thieves that were able to support Jafar superbly on his missions. For perhaps the first time, Jafar felt good about his life. Despite the subtle nagging about taking from others that came up now and again, he was on track for success. No, he had achieved success.

And then Team Rocket fell.

Destroyed by a boy younger than himself who was destined to become Champion, Jafar found the organisation scattered, with all of the leaders dispersed upon Giovanni's defeat. With no other way to live, the 18 year old took some of his subordinates and struck out as a travelling thief, stealing to live and stealing for fame. He spent an entire year like this before he and his team were caught by rangers who had set up a sting operation to capture him. He spent the worst time of his life in jail, two years of pain and misery, oftentimes in solitary confinement. His views began to shift, and he was no longer sure if he was proud of what he had done, though a large part of himself missed the thrill of a good crime.

After two years in jail, members of the league approached him, proposing a deal. They were short on gym leader candidates for a new region that had been discovered, and they would offer him a place on the team … conditionally. If he was caught committing any crime, no matter how small, he would spend the rest of his life in jail. Additionally, he would be in charge of hunting any criminals in the region until the league established a base of operations for the Rangers. Jafar took the offer immediately, thrilled to be free. However, it always nagged him that he could no longer risk practicing his favorite hobby. It was better than being in jail though, so he didn't complain too much about it.

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As a former Executive of the world's most famous criminal syndicate, Jafar is a bit of an oddball so far as gym leaders go.

Gym Plans
Jafar's Gym reflects his past. He designed it specifically so that he could still practice his favorite skill: breaking and entering. Every challenger is given a single task to earn their badge: they must prevent Jafar from stealing a designated object. He's created several different arenas in different parts of the city, from an operational office skyscraper to a replica of palaces from the olden days to a cave complex. Each of his challengers are given a 5 hour span of time that they must guard their location, with up to three hours of preparation beforehand. Its a challenge where potential challengers must constantly adapt to Jafar's strategy, and he never performs the same plan twice.

Skills and Combat Statistics

BODY
Acrobatics Expert 5d6
Athletics Master 6d6
Combat Pathetic 1d6+0
Intimidate Untrained 2d6
Stealth Untrained 5d6 + 6
Survival Untrained 2d6
MIND
Guile Adept 4d6
Perception Expert 5d6
Education (General) Untrained 2d6
Education (Medicine) Pathetic 1d6
Education (Pokemon Education) Untrained 2d6
Education (Occult) Pathetic 1d6
Education (Technology) Untrained 2d6
SPIRIT
Charm Untrained 2d6
Command Untrained 2d6
Focus Untrained 2d6
Intuition Novice 3d6
Combat Statistics
Hit Points: 94 / 194
HP 18
Attack 19
Defense 5
Sp. Attack 5
Sp. Defense 5
Speed 17
Other
Injuries 0
Action Points 8

Moves and Abilities

Abilities
~Name Freq Effect
Ambush Scene (Free Action) The user may use a Melee Move with a Damage Base of 6 (before applying STAB or other modifiers) or lower as if it had the Priority keyword. If it hits, the target is Flinched.
Dodge Daily (Free Action) When the user is hit by a Damaging Move the may activate Dodge. The move misses.
Run Away Static The user cannot be Slowed, Stuck, or Trapped. The user does not provoke Attacks of Opportunity by Shifting.
Moves
Name Freq AC Type Status Damage Range Effect
Struggle At Will 3 Normal Physical DB 6: 2d6+8 Range 2, 1 Target None
Wounding Strike EOT 2 Normal Physical DB 7: 2d6+10 Melee, Reach, 1 Target The Target loses 1 tick of hit points
Sweeping Strike Scene x2 3 Normal Physical DB 10: 3d8+10 Melee, Reach, 1 Target You may attempt a Trip Maneuver against the target as a free action.
Feint Attack At Will N/A Dark Physical DB 9 (2d10+10) Melee Feint Attack Cannot Miss
Thief At Will 2 Dark Physical DB 9 (2d10+10) Melee Thief takes the target’s Held Item or Accessory Slot Item and attaches it to Thief ’s user, if the user is not holding anything.
Pursuit At Will 2 Dark Physical DB 7: 2d6+10 Melee If the foe is fleeing or being switched out, Pursuit may be used as an Interrupt, targeting the triggering foe. When used as an Interrupt, Pursuit grants the user a +5 bonus to all Movement Speeds, and has a Damage Base of 11 (3d10+10).
Sucker Punch At Will 2 Dark Physical DB 11 (3d10+10) Melee If an adjacent foe targets the user with a Damaging Attack, Sucker Punch may be used as an Interrupt Move against the triggering foe.
Assurance At Will 2 Dark Physical DB 9: 2d10+10 Melee When you hit with Assurance, if Assurance’s target has already been damaged by a Move on the same round Assurance is being used, Assurance has a Damage Base of 15 (4d10+20) instead. This effect may trigger only once per Scene per Target.
Payback EOT 2 Dark Physical DB 9: 2d10+10 Melee If the target hit the user with a Damaging Move on the previous turn, Payback has a Damage Base of 13 (4d10+10) instead.
Aerial Ace EOT N/A Flying Physical DB 7: 2d6+10 Melee, 1 Target Aerial Ace cannot miss
Splash At Will N/A Normal Status N/A Self Shift Action - The user may make a single Jump, adding +1 to their Long Jump and High Jump values, and gains +2 Evasion until the end of their next turn.
Acrobatics EOT 2 Flying Physical DB 7: 2d6+10 Melee, 1 Target, Dash If the user is not holding an item, Acrobatics instead has a Damage Base of 12 (4d10+15 / 27).
Bounce Scene x2 4 Flying Physical DB 10: 3d8+10 Melee, Dash, 1 Target, Full Turn The user first Shifts, gaining a +1 Bonus to Movement Speed and to their Jump Capabilities. After the user Shifts, they may attack with Bounce. The target becomes Vulnerable, and is Paralyzed on 16+.
Agility EOT N/A Psychic Status N/A Self The user gains +2 Speed Combat Stages
Capabilities
Overland 9 Swim 4 High Jump= 2 Long Jump 4 Power 5 Throwing Range 9 Weight Class 4

The Coin Case

Money $450
Equipment

Head Darkvision Goggles Grants Darkvision
Body Stealth Clothes +4 on stealth to go unseen -
Main Hand Fine Knife Whip +1 DB, Reach, Wounding Strike and Sweeping Strike
Off-Hand n/a -
Feet n/a -
Accessory n/a -

Gear

Items
Item Quantity Effect
Basic Ball 10
Revive 3 Revives fainted Pokémon and sets to 20 Hit Points
Super Potion 5 Heals 35 Damage
Full Heal 3 Heals Persistent Status Conditions
Bandages 3 Heals Injuries Over 8 Hours
Sturdy Rope 2 Sturdy Rope with a tensile strength of 225 kg or roughly 500lbs. 30 Hit Points and 20 Damage Reduction.

Growth Log

Current Exp Bank: 0/10
Total Pokemon EXP: 150
Total Battle EXP: 0
Total Story EXP: 0

Feats and Edges

All Features and Edges taken have their effects detailed within.


Current Team: banette.gifweavile.gifcrobat.gif
Owned Pokémon (7): Banette, Weavile, Crobat
EXP to distribute: 0

To Add: None

Pokémon History
Houdini (Male Banette) ** Houdini was Jafar's first pokemon. Like many ghost types, Houdini is a playful soul. Apart from scaring people his hobbies include travelling, long walks on the beech, netflix episodes, and robbing banks. Houdini and Jafar are almost always connected to each other via Channeling, which makes the pair extremely close.
Bonnie (Female Weavile) ** Bonnie is much less playful than her senior, but she enjoys the challenges of thievery just as much. She's rather cruel in battle and enjoys a quick, hit and run style.
**Clyde (Male Crobat) ** Clyde is just as serious as Bonnie is about their job, but he tends to stay out of combat more than the other two, serving instead as a reconnaissance and transportation expert who handles a lot of logistical matters. While he doesn't fight as much as the other two, he's the most trusted member of the four man team.

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